EXCLUSIVE: Dreamworks Directors On How They Made ‘Bilby,’ And On The Studio’s New Shorts Program
Directors Pierre Perifel, Liron Topaz, and JP Sans reveal how working on the new Dreamworks short transformed them as filmmakers.
Directors Pierre Perifel, Liron Topaz, and JP Sans reveal how working on the new Dreamworks short transformed them as filmmakers.
A look at how e.d. films in Montreal has adopted the Unity game engine for animated filmmaking, and even developed its own real-time tools.
Animation supervisor Alan Hawkins shares animation secrets behind Blobby, Count Dracula’s bat transformations, and the Kraken.
Academy Award winner Ed Jones explains what it took to create “Who Framed Roger Rabbit” in the days before digital vfx.
We preview “Mighty Mike,” a one-of-a-kind animated series coming soon to Cartoon Network France.
Cartoon Network’s new “DIY” miniseries is a quirky and inspiring experiment, both conceptually and production-wise.
The latest Google Spotlight is as much experiment as short, pushing the limits of interaction between the viewer and character.
Pearl studio directors Glen Keane and Jill Culton will present more details about their projects at Annecy this week.
The prestigious SIGGRAPH computer graphics conference will include several animation-related technical papers.
How Framestore took facial and body mocap and made the metallic Colossus for “Deadpool 2.”
Read our quick primer on the latest “Star Wars” film: “Solo.”
Cartoon Brew spoke to Weta Digital and Digital Domain to find out how multiple studios working on the same vfx character can achieve a seamless performance.
An insight into Image Engine’s work as one of several vfx studios on the new Netflix series, “Lost in Space.”
Cartoon Brew’s vfx editor explains how he put together a conference track with major animation directors at the upcoming FMX conference in Germany.
A look at the steps involved in “Ready Player One”’s virtual production paradigm.
A desire to make the alien creatures scarier led to the last minute redesign for ILM.
The Mill is developing new ways of creating relatable and appealing character animation in real-time.
A look at all the intense work that went into the cinematography of Wes Anderson’s “Isle of Dogs,” before a single frame is ever animated.
Here’s what it took to animate the giant Jaeger robots in “Pacific Rim Uprising.”
“Isle of Dogs” animation director Mark Waring breaks down the animation process on Wes Anderson’s new stop-motion tale.